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7. A way to track Moves during the combat and non-combat movement phases.
The little arrows aren't bad, but as far as I can tell there is no way to track what has moved where beyond trying to parse a bunch of arrow lines on the map. This makes it particularly hard to backtrack, change a move, or to see what happened during an opponent or teammate's move, let alone your own movement turn while you're still making it.
So hard 1 vs 1 games are hard actually cause of it !
When selecting casualties, you shouldn't have to zoom in to select which particular infantry is to be killed. Also, the 'battle into' videos are nice but having them play in the battle background would work just as well. In general, reducing the amount of clicking would be nice.
A 'continue' option at the battle end screen. Have it only in single player, by all means, but it'd be nice.
A defensive battle summary. After each enemy turn, a list of attacks and how they went would be good. I understand having it real time woudl collide with the pbemail option, but some sort of summary so you don't just go 'heeey... where did my fleet go??'
Thanks for fixing the online bit. Decided to give the game another chance. :)
There's times when selecting a particular infantry as a casualty is important. For example suppose you intend to attack a territory then retreat (this is a tactic used when you want to destroy enemy units but you don't want to commit your valuable artillery and tanks to actually capturing an enemy territory where they could themselves be destroyed.) Often you'll want to attack from multiple territories but retreat to a single *particular* territory.
I generally like less clicks too though.
The main issue is that if you have to enter a battle window you lose perspective about where that unit came from on the map. It doesn't say in the battle screen where the unit's are coming from on the map so we'd have no way of knowing.
Not totally related but kind of, setting an OOL defense profile at launch is extremely significant to the gameplay right now in Axis and Allies online. Specifically the battle at Pearl Harbor.
If for example the Japanese player doesn't set their subs to dive, then the British can kill the Japanese sub in sz44. Likewise if the USA player doesn't set their subs to dive, then their sub in sz 53 will fight to the death. This is consequential for the Pacific opener, but as far as I can tell, how you select to deal with your subs is like a universal setting in the order of loss profile. At the very least, the OOL should be tuned to a specific territory/sz by turn and something that can be reset as needed. Learning how to play under the current default settings subs behave quite differently in the standard opener, which has taken some getting used to.
Basically the Order of Loss (defense profile) should be attached to the map tiles. It should be a feature of the map in the current round, rather than of the unit roster before the game has launched.
That's how people use it in PBEM "If this spot is attacked, this is the OOL for that spot." That's the only way it makes sense to me as a feature. The OOL should display on the map so that the attacker knows in advance, but shouldn't have to parse or do anything. I guess technically you could have a fog of war on it and keep the attacker in the dark until the battle is going on. But anyway a flagged note of the sort that you can leave right now would work to announce the Order of Loss if that's what works. The computer can still do all the autofiring and actual casualty selection in battle, so it doesn't disrupt the asynchronous thing or require the attacker to do casualty selection. If it was set up like that.
A map feature of that sort would basically allow defender to choose casualties again (or rather to choose in advance) while still being asynchronous. Something like that would better mirror what happens face to face.
Another thing that happened to me, after setting up a Defense Profile, is that I neglected to actually select it (which requires an additional step to toggle from the Default Profile to the Custom One.) I didn't realize until UK1 when the Japanese sub was killed. I thought I had set that sub to dive because I created the profile, but apparently I also needed to then select the new profile from a drop down list. Also when you create a new defense profile, there is a big button displayed at the bottom that says "reset to defaults" but no button that says "save profile" or "set this profile to default" and in order to close the window you have to hit the escape key. Which may lead the player to wonder whether they have actually set the profile or not.
https://www.dropbox.com/s/1y75v7wogj69uie/defense%20profile.png?dl=0
There are also two menu locations dealing with defense profiles, "Game Settings" and "Settings."
To select a defense profile you use Game Settings, but to create it you use Settings. Again feels kind of confusing. It should have a button to save/use profile from the screen above. One click to set.
I still think the whole defense profile thing should be a Map feature, rather than part of the player profile or game settings. You should be able to edit it from the map, with reference to a specific territory or sea zone and change it at any point during the current turn.
Another issue I had was with casualty selection in the Battle Screen, specifically with Battleships.
When hits for casualties are being assigned by the attacker, the undamaged battleship is listed in the bottom row. This led to a situation where I failed to select the first hit on the battleship, thinking that it would autoabsorb. But it doesn't, you have to manually select the battleship to assign the damage. For everything else the units are set up such that you can go from the top row down, to assign casualties based on unit cost (cheapest to most expensive.) The battleship's first hit should be first at the top of this list, because it is a free/no cost casualty hit.
In other words the undamaged battleship should be listed first in the top row (before subs), and moved to the bottom row once damaged has been assigned.
Lets say you end up in this situation. Pearl Harbor attack J1...
Japan: 1 sub, 2 fighters, 1 cruiser and 1 bomber vs
USA: 1 sub (dives to survive) so 1 fighter, 1 destroyer, 1 carrier.
Japan gets "luckier than they'd like" and wins with no casualties (both fighters surviving), and so now they must move their carrier from sz 50 to sz 53. Very undesirable outcome for Japan.
Now USA counter attacks...
USA: 1 sub, 1 destroyer, 2 fighters, 1 bomber, 1 battleship vs
Japan: 1 sub (stays to fight), 2 fighters, 1 cruiser, 1 carrier.
Here is the screen...
https://www.dropbox.com/s/akovqlluz1ccd83/battleship%20absorb%20first%20hit.png?dl=0
In this case both subs missed, but do you see where the undamaged US battleship is positioned on the battleboard? In this situation it may be very easy for the US player to accidentally assign their first casualty to the sub, forgetting that their battleship can absorb the hit for free, because of the way the units are being organized. If you do select the sub, rather than the undamaged battleship, you will see no warning reminding you that you have a free hit to absorb.
This is an easy misclick to make. It happened to me anyway with significant consequences for the game.
Defensive casualties need to be determinable by player manual selection, or very exacting if-then conditions.
You're familiar with the Larry Harris tournament setup for 1942. German-held Ukraine starts with a bomber. Now imagine these different possibilities.
A. Russia player that has no idea what they're doing attacks Ukraine with an infantry and an artillery. In that case you do NOT want the bomber to be taken as a casualty.
B. Russia player attacks Ukraine with all possible units, West Russia with most of rest, reserves Archangel tank, Allied bid placement in Russia, signaling an attempted take-and-hold of Ukraine. Leaving aside the feasibility of this scenario, if the German player *does* think Ukraine's going to go right down to nothing, they DO want to kill the bomber *first* so defenders with higher values will last longer to inflict more casualties.
What I'm getting at is, casualty selection may only really need as simple an input as territory being attacked. But it could legitimately also require knowledge of an opponent's other combat moves, an opponent's first round of attack rolls, the current relative balance of forces, results of other battles in other territories, and even an opponent's purchased units.
I get the whole asynchronous play thing. It's a good idea in theory and most of the time in practice. But when defensive casualties can't be determined properly by defensive profiles, or a hypothetical map territory trigger, and if putting in a complex series of checks and triggers is impractical (both in terms of programming and in terms of ease of use for players), what I think is needed is a synchronous play option - at least to the extent that a defender can manually select casualties.
Clearly Beamdog would prefer to avoid that step somehow, since it is a stall on progress, but what that means is a fairly significant attacker advantage and different gameplay, when compared to OOB conditions.
Honestly, I'm not sure what the best approach is here. Part of me thinks having a defense profile that only goes half-way, is worse than having no defense profile at all. Because at least in the latter situation you would know what's what at all times, and could build basic strategy accordingly. But that would necessarily mean a very different game than the one that comes in the box, and I don't know if others would just throw up their hands at that.
The point I was trying to make is that, with a defense profile in place, it is nevertheless really easy to imagine situations where you'd want 1 profile for 1 battle, and another for another battle, both in the same turn/round of gameplay. But as aardvark pointed out, really it's very hard to know in advance what you'd want to do, until you see what's happening in the specific battle.
This is what I think they might do...
Create a live synchronous version that uses the boxed rules, and requires defender to choose casualties. Uses the 1942.2 rules for carriers, and the standard method of handicapping in that game (descending tournament Bid.) Everything else by the book, exactly as printed. This might offer the Larry Harris tournament patch as an expansion, for a way to generate interest among veteran players.
Then create what we will just call Asynchronous Axis and Allies 1942 (Beamdog's 'official' rules, for a 'new' style of gameplay.) emphasis on New
This would free you from having to follow precedent, and allow you to just streamline it for the kind of game you want to create. The best analogy I can think of here would be Same-Time Risk, in the old RISKII game, which was clearly a different way of playing Risk, but which was still well received because you knew that you were playing something pretty different from the standard boardgame. Under these Asynchronous rules, you can just make hardline decisions about the order of loss, without upending the other mode of play, things like bombers always die last, fighters always die before carriers or whatever you want. Players would know beforehand when they play Asynchronous mode, that these are the deets, and plan their defense or purchasing strategies with that in mind.
ps. how do you create the Synchronous version of the boxed rules without totally redesigning what you've already made? I think this might be fairly straight forward actually. Allow the defender to flag a territory with an OOL request. When the attacker rolls their turn the battle pauses until the defender assigns casualties, then control reverts to the attacker and play resumes as normal. If the defender want's another OOL for the following combat round, they could flag it again. Sure this will slow down the play pace in some cases, but not every battle/round of combat will require an OOL, so its not something you'd need all the time. Most likely it would be very important in the first round of the game, and in the final round, or when a very significant battle is about to take place. In any case, people who are playing that way will understand why the stall is there and appreciate it. Or if they don't care for such things, don't want to wait for the other person, and would rather just speed along, then they can play the Asynchronous mode where they don't have to worry about it. You can make Asynchronous A&A the default play mode if you want to promote it, and call the other mode Traditional or Oldschool or whatever you think fits. Maybe you could call one "Fast Play", and the other "Long Play" (since that's pretty accurate in terms of how they'd work.) But if you had the latter, I think people would go easier on the former where departures from the box occur.
It's possible. Please check out other threads where you asked the same question.